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huadexuan committed 2026-09-03 21:18:20 +08:00
1 parent fb353c45a7
commit 84d0a510bb
46 files changed
+9866 -94

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+73
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@@ -0,0 +1,73 @@
using System.Collections;
using UnityEngine;
public class ArcherSkill : UnitSkill
{
[Min(1)]
public int volleyArrowCount = 3;
[Min(0f)]
public float volleyArrowDamageMultiplier = 0.7f;
[Min(0f)]
public float volleyArrowInterval = 0.15f;
private Coroutine volleyCoroutine;
public override void ReleaseSkill()
{
if (volleyCoroutine != null)
{
StopCoroutine(volleyCoroutine);
}
volleyCoroutine = StartCoroutine(FireVolley());
}
private IEnumerator FireVolley()
{
for (int i = 0; i < volleyArrowCount; i++)
{
// 三连射优先攻击当前目标;目标阵亡后剩余箭矢改打最近敌人。
GameObject volleyTarget = unit.Target != null ? unit.Target : FindNearestOpponent();
if (volleyTarget == null)
{
break;
}
unit.FireSkillProjectile(volleyTarget, volleyArrowDamageMultiplier);
yield return new WaitForSeconds(volleyArrowInterval);
}
volleyCoroutine = null;
}
private GameObject FindNearestOpponent()
{
string opponentTag = unit.OpponentTag;
if (string.IsNullOrEmpty(opponentTag))
{
return null;
}
GameObject nearestOpponent = null;
float nearestSqrDistance = float.PositiveInfinity;
GameObject[] opponents = GameObject.FindGameObjectsWithTag(opponentTag);
foreach (GameObject opponent in opponents)
{
if (opponent == null || opponent.transform.root == unit.transform.root)
{
continue;
}
float sqrDistance = (opponent.transform.position - unit.transform.position).sqrMagnitude;
if (sqrDistance < nearestSqrDistance)
{
nearestSqrDistance = sqrDistance;
nearestOpponent = opponent;
}
}
return nearestOpponent;
}
}
+11
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@@ -0,0 +1,11 @@
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MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
+4 -20
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@@ -5,7 +5,7 @@ public class StatusEffectController : MonoBehaviour
[Header("通用眩晕显示")]
[SerializeField] private bool showStunIndicator = true;
[SerializeField] private float indicatorHeight = 0.35f;
[SerializeField] private float indicatorSize = 0.5f;
[SerializeField] private GameObject stunIndicatorPrefab;
private Animator animator;
private float stunnedRemaining;
@@ -92,34 +92,18 @@ public class StatusEffectController : MonoBehaviour
bounds.max.y + indicatorHeight,
bounds.center.z);
Camera camera = Camera.main;
if (camera != null)
{
indicatorTransform.rotation = Quaternion.LookRotation(
camera.transform.position - indicatorTransform.position,
camera.transform.up)
* Quaternion.Euler(0f, 0f, Time.unscaledTime * 180f);
}
}
private void EnsureIndicator()
{
if (stunIndicator != null)
if (stunIndicator != null || stunIndicatorPrefab == null)
{
return;
}
stunIndicator = new GameObject("StunIndicator_Star");
stunIndicator = Instantiate(stunIndicatorPrefab);
stunIndicator.name = "StunIndicator_Particle";
indicatorTransform = stunIndicator.transform;
TextMesh text = stunIndicator.AddComponent<TextMesh>();
text.text = "★";
text.anchor = TextAnchor.MiddleCenter;
text.alignment = TextAlignment.Center;
text.fontSize = 64;
text.characterSize = indicatorSize;
text.fontStyle = FontStyle.Bold;
text.color = new Color(1f, 0.85f, 0.05f, 1f);
}
private void DestroyIndicator()
+1
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@@ -25,6 +25,7 @@ public class StoneGolemSkill : UnitSkill
return;
}
unit.FaceCurrentTarget(0f);
isSkillReady = true;
unit.PlaySkillAnimation(OnSkillFinished, skillAnimationDuration);
}
+49 -20
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@@ -409,6 +409,11 @@ public class UnitBase : MonoBehaviour
FaceTarget(friend);
if (TryReleaseSkill())
{
return;
}
//根据目标攻击时长加速或减速完整攻击动画
SetAttackAnimationSpeed();
@@ -419,6 +424,11 @@ public class UnitBase : MonoBehaviour
}
private void FaceTarget(GameObject opponent)
{
FaceTarget(opponent, modelFacingOffset);
}
private void FaceTarget(GameObject opponent, float facingOffset)
{
if (opponent == null)
{
@@ -432,10 +442,38 @@ public class UnitBase : MonoBehaviour
return;
}
ApplyFacingRotation(direction);
ApplyFacingRotation(direction, facingOffset);
}
private void ApplyFacingRotation(Vector3 direction)
public void FaceCurrentTarget()
{
FaceTarget(target);
}
public void FaceCurrentTarget(float facingOffset)
{
FaceTarget(target, facingOffset);
}
private bool TryReleaseSkill()
{
if (worldHealthBar == null
|| !worldHealthBar.IsEnergyFull
|| unitSkill == null
|| target == null
|| !target.activeInHierarchy)
{
return false;
}
worldHealthBar.ResetEnergy();
state = State.Alert;
animator.SetInteger("speed", 0);
unitSkill.ReleaseSkill();
return true;
}
private void ApplyFacingRotation(Vector3 direction, float facingOffset)
{
direction.y = 0f;
if (direction.sqrMagnitude <= 0.0001f)
@@ -446,7 +484,7 @@ public class UnitBase : MonoBehaviour
Quaternion targetRotation = Quaternion.LookRotation(direction, Vector3.up);
transform.rotation = Quaternion.Euler(
0f,
targetRotation.eulerAngles.y + modelFacingOffset,
targetRotation.eulerAngles.y + facingOffset,
0f);
}
@@ -622,6 +660,11 @@ public class UnitBase : MonoBehaviour
}
public void FireSkillProjectile(GameObject opponent)
{
FireSkillProjectile(opponent, 1f);
}
public void FireSkillProjectile(GameObject opponent, float damageMultiplier)
{
if (opponent == null || projectilePrefab == null || projectileSpawnPoint == null)
{
@@ -636,11 +679,11 @@ public class UnitBase : MonoBehaviour
if (projectile != null)
{
// 技能箭不再次积攒能量,避免技能触发递归。
projectile.Initialize(opponent, attackPower, gameObject, projectileSpeed, projectileLifetime, false);
projectile.Initialize(opponent, attackPower * Mathf.Max(0f, damageMultiplier), gameObject, projectileSpeed, projectileLifetime, false);
}
}
// 普通攻击命中后积攒能量,满能量时清空能量并调用技能占位方法。
// 普通攻击命中后只积攒能量,大招在下一次普攻开始前释放。
private void AddAttackEnergy()
{
if (worldHealthBar == null || energyPerAttack <= 0f)
@@ -648,21 +691,7 @@ public class UnitBase : MonoBehaviour
return;
}
if (!worldHealthBar.AddEnergy(energyPerAttack))
{
return;
}
worldHealthBar.ResetEnergy();
ReleaseSkill();
}
private void ReleaseSkill()
{
if (unitSkill != null)
{
unitSkill.ReleaseSkill();
}
worldHealthBar.AddEnergy(energyPerAttack);
}
private float GetSkillAnimationSpeed(float targetDuration)
+2
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@@ -16,6 +16,8 @@ public class WorldHealthBar : MonoBehaviour
// 当前技能能量,范围会自动限制在 0 到 maxEnergy 之间。
[Min(0f)] public float currentEnergy = 0f;
public bool IsEnergyFull => !isDead && currentEnergy >= maxEnergy;
// 血条相对于单位头顶的额外高度。
[Min(0f)] public float heightOffset = 0.25f;